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Showing content with the highest reputation on 05/13/2022 in all areas
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Ah, a topic that has been around ever since Mist Village was released. "The boat ride is too long". Today, I am going to correct my mistake of suggesting a boat ride. Well, we're at the stage where the boat existing is no longer just a travel time consuming problem. I think we can all admit to abusing boat ride and NPC hopping in order to avoid certain death. At this point, I believe the boat should be replaced altogether. It was a cool idea at first but unfortunately it is causing unbalance and chaos in the world of Nin Online and seeing as how I'm the one who suggested this boat in the first place, I have a new suggestion as how to fix this that perhaps everyone might like. The Great Naruto Bridge Concept Art The Great Naruto Bridge is also a bridge in real life, and is based in the Land of Waves according to the anime, so naming it this not only avoids copyright issues but also gives players the reassurance and proper nostalgia needed. A bridge being mapped can use the icons that are already in game, such as tiles from Takumi and the Mist Village, or even Katabani Bridge and Dark Bridge turf icons. I also suggest that the bridge have flicker pads for the Kraken Map (this also makes Kraken mission easier because you can make most of the tentacles flicker to one side of the bridge), NPCs and level 40 mobs that you can melee for grinding (because Cursed Hosts, Snow Wolves and Bandits are the only ones and it fits into the theme with Mist's 7 Swordsmen) The idea is that paying the NPC to access the Bridge is removed as well, and that the bridge extends from Asoki Port to Mist Port. You can still travel above or below the map, and the only way to switch from above the bridge or below is to use the flicker pads on the Kraken Map. Let me know what you guys think. Personally, I think this is a great solution and still gives Mist Village that exclusive special treatment it lowkey deserves.1 point
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The concept of having the open sea that Mist villagers can run across is a good one but the main frustration comes from A. It not being apparent to new players that running is an option. B. There being a Kraken that will one shot them and make them not want to run the sea C. Maps filled with bears leading up to the port on the mainland It makes the already long distance between Mist and the rest of the game feel even greater. When I first started the game I hopped from village to village trying to find where I fit best. The moment I spent 7 minutes just getting to the mainland only to be killed by a horde of bears and get sent back to wait out BI, I decided Mist wasn't for me. With experience, the trip stops being dangerous but stays long and onerous. To relieve the pain points, I would shift the Kraken one map up from the mission giver, rather than on the path itself. Reduce the boat time to 2 minutes, it already takes 30 seconds to board for some reason. Finally, replace the bears on at least the first map with Tigers. I understand that the boat ride and sea is meant to give Mist defensive options to either catch enemies on the water or set up a defense at the port to catch people taking the boat. But ask anyone why they don't want to play the village with the best summon, the best tool and by far the best Org buffs, and its because it's far away and disconnected from the main end-game gameplay loops. People don't even bother HUNTING in Mist anymore. Who wants to spend an extra 15 minutes getting to and searching a village that's probably empty?1 point
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Dear Ninja, We're deprecating the old suggestions section of the forum in favor of a more intuitive one. It's our "Ideas Platform" where players can post, upvote and downvote ideas in specific categories. Link to Ideas Platform Our original suggestions section started in 2013 and is filled with ideas that get lost to time, duplicates and such. This platform will help neaten it as we can manage what is being worked on and what has been shipped. To commemorate the launch of this new platform, I've also made a development log - that compiles past suggestions that were added at some point - titled "Rory doesn't listen to players". Enjoy!1 point
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Horoscopes/Charms Rework Mirai the Fortune Teller realized it was horrible business practice to sell only one kind of charm to each customer. So she now sells players who know what horoscope they are any kind of charm. Eg. Virgos can buy Pisces charms. Charms are also now tradeable. Business is booming now, and so to keep up with the demand, Mirai has increased the sale prices of charms to 25 Ryo each. Upgraded Server to .NET 6 2 years ago, we moved the server from Visual Basic 6 to C# with .NET Framework 4.5.2. A year ago, we announced that we had upgraded to .NET 5 and turned the server into a lightweight console application, along with a ton of changes like moving it to use a cloud database (MongoDB) as it's backend. Keeping up the momentum and updating our technology stack is important. So today, we upgraded the server to target .NET 6, Window's latest release of the .NET framework. https://devblogs.microsoft.com/dotnet/performance-improvements-in-net-6/ It's not as big an upgrade as in those past updates, but .NET 6 is said to be up to 40% faster than .NET 5 and has optimizations in specific aspects of the framework our server software harnesses such as JSON, GC, File I/O, Reflection, Threading, Networking, Buffering. Improved DoT Animations & Lighting Stacking Fixed Charms Buff Descriptions Fixed certain charms being able to be used together1 point
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The community balance team is a new initiative currently led by @Raitou Greetings from the player balance team. This is our first patch and we’re excited to hear the community's feedback. There have been a few bold changes, but generally the goal was to balance masteries to a point where they will not require further changes. These changes were made with both solo mastery and mastery combinations in mind as well as all levels of play and game activities. A significant amount of thought and discussion went into these changes, focusing on streamlining mastery identity, so that when you are playing a certain mastery, the kit feels connected and has specific strengths and weaknesses. Wind (Int) Mastery Vacuum Sphere Technique CP Cost decreased from 30/30/30 to 28/26/24 Vacuum Sphere Technique Cooldown Time decreased from 20/20/19s to 18/18/17s Wind Claw Technique Cooldown Time increased from 17/16/16s to 19/18/18s Wind Claw Technique End Cast Time increased from 500ms to 800ms “We’re increasing Wind claw’s self-stun to offer a fair counterplay window to Wind’s ultimate jutsu. The cooldown time is also being increased to give wind players longer downtime on their burst and encourage more use of the mastery kit, rather than just using Wind Claw on cooldown.” “Vacuum is still in a weird spot, we want to make this jutsu more viable, but lack a clear idea of how best to rework it to fit wind’s kit, given our current limitations in jutsu mechanics” Wind (Fan) Mastery Slashing Tornado Technique Projectile Speed increased from 200 to 100 Slashing Tornadoes Technique Projectile Speed increased from 200 to 100 500ms Self Stun removed on Slashing Tornado Technique and Slashing Tornadoes Techniques Wind Cyclone Technique Cast Time decreased from 2s to 1s Giant Folding Fan no longer knockbacks Pink Giant Folding Fan no longer knockbacks Black Giant Folding Fan no longer knockbacks “We want to keep the identity of the Fan Mastery without giving wind + element users in sand easy access to CC.” “Tornadoes is still keeping its cast time - we want to move away from the Idea of flicker guaranteed hard crowd control without significant stat investment, just slapping on a 1s cast time made the jutsu very weak even at max level. It’s safe to give the jutsu some power back in the form of increased projectile speed and removed self stun.” “Wind cyclone cast time has been decreased to promote the theme of Fan having a more fluid and usable series of jutsus with less cast time and self stun than before.” Medic (Int) Mastery Poison Senbon Technique Cooldown Time increased from 11/11/10s to 14/14/13s Poison Senbon Technique Stun Duration increased from 800ms to 1200ms Poison Senbon Technique Range decreased from 15 to 12 tiles Poison Senbon Technique CP Cost increased from 12/12/12 to 16/15/15 Poison Senbon Technique Poison Debuff changed from Rank 1/1/2 to 1/2/2 Poison Senbon Technique Base Damage decreased from 20/20/21 to 15/15/16 Poison Scalpel Technique Cooldown Time decreased from 8/8/7s to 7/7/6s Poison Scalpel Technique Base Damage decreased from 23/23/24 to 20/20/21 Poison Scalpel Technique Poison Debuff changed from Rank 1/2/2 to 1/2/3 Poison Scalpel Technique CP Cost increased from 10/10/10 to 14/14/14 Poison Cloud Technique Poison Debuff increased from Rank 2/2/3 to 2/3/4 Rank IV Poison Debuff changed to 20s duration, 5s interval, Take 10 HP per tick Poison Cloud Technique Cooldown Time increased from 16/16/15s to 22/22/21s Poison Cloud Technique Base Damage decreased from 31/31/32 to 25/25/26 Poison Cloud Technique CP Cost increased from 25/25/25 to 30/30/30 Cursed Seal Technique CP Cost decreased from 60/55/55 to 50/45/45 (Experimental) Cursed Seal Technique changed from % stat buff to +10/15/20 all stats for a 30s duration. (Experimental) Cursed Seal Technique Casts Required for Ranks increased from 100/250 to 150/375. “Int med has been underperforming and was voted underpowered by 72% of players who took the most recent balance survey.” “We want this mastery path to be more viable. This is why adjustments were made to the kit to fulfill its role as a medium damage potential, buffing and debuffing poison DoT support.” “Poison cloud now applies a nerfed poison IV debuff at max rank which now does a total of 40 damage (20 second duration poison debuff that deals 10 damage per tick every 5 seconds). Poison Cloud base damage was reduced to account for this overall damage increase.” “Antibodies and Cursed Seal now give flat stat bonuses so that all players feel like they have access to true buff jutsus that are usable in both PvE and PvP.” “Cursed Seal should feel like a scary endgame self buff that allows for an all or nothing burst window that you risk a 3 second cast time to use.” Medic (Chk) Mastery Treat Wounds Technique Cast Time decreased from 2s to 1s across all ranks Treat Wounds Technique Base Heal decreased from 25/25/25 to 20/20/20 Mystical Palm Technique CP Cost increased from 50/45/45 to 175/150/150 Chakra Scalpel Technique Cast Time changed from 1s stand cast to instant cast Chakra Scalpel Technique now has a 1s self stun at the end of its cast Chakra Scalpel Technique base damage buff decreased from 4/9/14 to 1/2/3 Cell Regeneration Technique Chakra Requirement increased from 50 to 60 “We’ve changed treat wounds to offer more engaging gameplay for medics in fights. We want the dedicated chakra medics to benefit the most from healing jutsus, so its base healing has been decreased so that medic players who invest in less chakra get a less efficient heal.” “Mystical Palm technique has been changed to feel more like a chakra med jutsu - while it’s still available to Int meds, we want to increase the opportunity cost for successfully reviving a player as someone other than a primary medic.” “Chakra scalpel made for fairly frustrating gameplay, where you either successfully cast it and had an extremely strong melee, or fail to cast it and are useless outside of heal jutsus and senbons. This change guarantees a chakra scalpel buff with more balanced damage, but keeps the window to punish medics for using it with poor positioning.” “Overall, these changes will reward the dedicated chakra med, making use of high chakra investment for its scaling and making those splashing some stat points into chakra as a secondary medic less effective.” Water (Bubble) Mastery Bubble Prison Technique (Weapon) Snare Duration decreased from 1400ms to 800ms0 points
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